INDEPENDENT GAME STUDIO GRAPHICS LAB

MAKE WORLDS.MOVE LIGHT.

NeferMind builds original games and the real-time technology beneath them.

01DRIFTRAGEOriginal game
02NEFER ENGINERendering technology

01 / THE PRACTICE

ONE STUDIO.
TWO OUTPUTS.

The game reveals what the technology must become. The technology opens what the game can be. We develop both as one continuous practice.

02 / NEFER ENGINE

A MODERN
RENDER PATH
FOR GODOT.

Nefer Engine is our Godot fork for high-fidelity, performance-aware rendering—developed in production, not in isolation.

Discuss the engine
RENDER STACKBUILD / ACTIVE
01

AMD FSR

Spatial and temporal upscaling paths.

UPSCALING
02

NVIDIA DLSS

AI-assisted image reconstruction.

RECONSTRUCT
03

RAY TRACING

Reflections, shadow, and physical light.

LIGHT
04

FRAME GENERATION

Generated frames for smoother motion.

MOTION

03 / CURRENT WORLD

DRIFT
RAGE

IN DEVELOPMENT

DRIFT TO KILL.

A top-down survival driver set in a collapsing basalt wasteland. Your car is the weapon: carry speed through the turn, turn the drift into impact, and rebuild the wreck after every run.

01VELOCITY COMBAT

Momentum becomes damage.

02MODULAR BUILDS

A wreck that changes every run.

03SIX ENEMY MINDS

Each asks for a different line.

04OFFLINE-FIRST

iOS and Android.

04 / STUDIO PRINCIPLES

THE HARD PART
IS THE POINT.

We move between code, image, sound, and feel until the seam disappears. If the available tool stops short, we build further down.

01

FEEL FIRST.

A feature only matters when the player can feel its consequence.

02

OWN THE LAYER.

Game logic and render architecture belong to the same creative process.

03

REMOVE THE NOISE.

Every system earns its place. Every surface serves the experience.

05 / OPEN CHANNEL

MAKE
SOMETHING
IMPOSSIBLE.

studio@nefermind.com